October 1999
- DIVE Holly Sommer
- Admin: Kanga.Nu is going down for couple hours J C Lawrence
- ADMIN: We should be back up now J C Lawrence
- Admin: Archive updates J C Lawrence
- ADMIN: DevMUD is closing J C Lawrence
- ADMIN: Explanation of DevMUD vs MUD-Dev and a minor note J C Lawrence
- ADMIN: For those with an interest in patterns J C Lawrence
- ADMIN: Kanga.Nu Library -- first edition J C Lawrence
- weather Matthew Mihaly
- Alternate Character Sets (Telnet Question) Chimera
- Alternate Character Sets (Telnet Question) Travis S. Casey
- Alternate Character Sets (Telnet Question) Greg Miller
- Interesting little discussion going on at /. Nathan F Yospe
- Dan Kegel: A few notes on writing multiplayer games J C Lawrence
- Dan Kegel: A few notes on writing multiplayer games Bruce Mitchener, Jr.
- Coolmud Ilya, Game Commandos
- Affect of personalizing cannon fodder mobs Lazarus
- Affect of personalizing cannon fodder mobs Caliban Tiresias Darklock
- Affect of personalizing cannon fodder mobs Matthew Mihaly
- Affect of personalizing cannon fodder mobs Chris Turner
- Affect of personalizing cannon fodder mobs Colin Coghill
- Affect of personalizing cannon fodder mobs Greg Miller
- patents and muds Bruce Mitchener, Jr.
- patents and muds Sellers, Michael
- patents and muds Mik Clarke
- patents and muds Cynbe ru Taren
- patents and muds Joe Andrieu
- patents and muds Koster, Raph
- patents and muds Cynbe ru Taren
- Pueblo Par Winzell
- Library updates J C Lawrence
- Pueblo Mik Clarke
- patents and muds Richard Bartle
- patents and muds Scott Boding
- patents and muds Caliban Tiresias Darklock
- patents and muds Joel Kelso
- patents and muds Caliban Tiresias Darklock
- patents and muds Mik Clarke
- patents and muds Mik Clarke
- Cannon fodder mobs alternatives Aaron
Seems to me that if you are going to do anything to alter mobs with
every pop, then merely changing their name is rather trivial. Besides
the arguments already posted against the idea, there is the fact that
after a brief period in which players think the change is either 'cool'
or 'stupid', it will become invisible to the player in the same way that
the streets of the home city are invisible.
If you're going to add some random changes though, why not add a random
variation to the mobs essential statistics? I find this idea much more
interesting in the context of 'stock' areas. Liven them up with mobs
that really are different with each iteration. Random variation in
hitroll/damroll,. hit points, armor class, even alignment. At least in
smaug code some of this is built in already, but often builders will
negate the variance by the way they set up their dice. Obviously you're
talking about a bit of code that can differentiate between 'cannon
fodder' and challenging mobs, so applying it only to stock areas, or
those areas that are just experience runs certainly can't hurt anything.
Silrathi - Patent problems Richard Bartle
- History of online gaming Koster, Raph
- historians Matthew Mihaly
- historians Laurel Fan
- historians Matthew Mihaly
- historians Laurel Fan
- historians Philip Loguinov -- Draymoor
- historians Matthew Mihaly
- historians Marian Griffith
- historians Mik Clarke
- historians J C Lawrence
- historians J C Lawrence
- historians cg@ami-cg.GraySage.Edmonton.AB.CA
- historians Matthew Mihaly